Grid-Enabling and Virtualizing Mission-Critical Financial Services’ Applications
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IBM Platform Symphony V5.2 Enables Scalable, High- Performance Grid Services for a Variety of Parallel Compute and Data Intensive Applications
IBM United States Software Announcement 212-204, dated June 4, 2012 IBM Platform Symphony V5.2 enables scalable, high- performance grid services for a variety of parallel compute and data intensive applications Table of contents 1 Overview 7 Publications 2 Key prerequisites 8 Technical information 2 Planned availability date 13 Ordering information 2 Description 16 Terms and conditions 4 Product positioning 19 Prices 6 Program number 20 Order now At a glance IBM® Platform SymphonyTM V5.2 helps you exceed your performance goals with a fast, efficient grid computing environment. You can realize: • Faster throughput and performance • Higher levels of resource utilization • Reduced infrastructure and management costs • Reduced application development and maintenance costs • The agility to respond instantly to real-time demands For ordering, contact Your IBM representative or an IBM Business Partner. For more information contact the Americas Call Centers at 800-IBM-CALL (426-2255). Reference: YE001 Overview IBM Platform Symphony V5.2 is an enterprise-class grid manager for running distributed application services on a scalable, shared, heterogeneous grid. It accelerates a wide variety of compute and data-intensive applications, quickly computing results while making optimal use of available infrastructure. Platform Symphony's efficient low-latency middleware and scheduling architecture is designed to provide the performance and agility required to predictably meet and exceed throughput goals for the most demanding analytic workloads. Designed -
Product Catalogue 2020 Contents
PRODUCT CATALOGUE 2020 CONTENTS 04 Our Story 44 EGO Power+ Multi-Tool 08 The EGO Power+ System 56 EGO Power+ Mowers 12 EGO Power+ Warranties 64 EGO Power+ Line Trimmers & Brush Cutter 14 EGO Power+ Batteries & Chargers 72 EGO Power+ Hedge Trimmers 25 EGO Power+ vs. Petrol 78 EGO Power+ Shrub / Grass Shears 30 EGO Power+ Professional-X Range 80 EGO Power+ Chainsaws 36 EGO Power+ Professional-X Line Trimmers / Brush Cutters 86 EGO Power+ Blowers 38 EGO Power+ Professional-X Rotocut 94 EGO Power+ Accessories 40 EGO Power+ Professional-X Hedge Trimmers 99 EGO Power+ Product Features 42 EGO Power+ Professional-X Blower 2 | CONTENTS CONTENTS | 3 Challenge 2025 is our commitment to changing the future of gardening for the better. People use their tools to improve the environment around them, so why use petrol – a power source that will ultimately destroy the atmosphere? We believe that the future for outdoor power equipment is battery powered, and we want you to join us in making battery the number one choice within five short years. The time has come to take up the challenge, and together, create a cleaner, quieter and safer future. EGO is part of a global manufacturing business Our commitment to a 2-megawatt photovoltaic power station. Known as established in 1993, employing over 7,000 a greener environment ‘The Blue Roof’ the power this generates, year-on-year, OUR people and producing over 10 million units each saves the equivalent of 755 tonnes of coal, as well as year, which are sold in over 30,000 outlets in EGO’s commitment to innovation is driven by a cutting Sulphur Dioxide emissions by 50 tonnes and STORY 65 countries worldwide. -
View the Manual
A Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any relatives have a history of seizures or epilepsy, consult a doctor before playing. © 2019 The Codemasters Software Company Limited (“Codemasters”). All rights reserved. “Codemasters”®, “EGO”®, the Codemasters logo and “Grid”® are registered trademarks owned by Codemasters. “RaceNet”™ is a trademark of Codemasters. All rights reserved. Uses Bink Video. Copyright © 1997-2019 by RAD Game Tools, Inc. Powered by Wwise © 2006 - 2019 Audiokinetic Inc. All rights reserved. Ogg Vorbis Libraries © 2019, Xiph.Org Foundation. Portions of this software are copyright ©2019 The FreeType Project (www.freetype.org). All rights reserved. All other copyrights or trademarks are the property of their respective owners and are being used under license. -
EGO Reference
EGO Reference Platform EGO Version 1.2.3 January 2008 Copyright © 1994-2007 Platform Computing Corporation All rights reserved. Although the information in this document has been carefully reviewed, Platform Computing Corporation (“Platform”) does not warrant it to be free of errors or omissions. Platform reserves the right to make corrections, updates, revisions or changes to the information in this document. UNLESS OTHERWISE EXPRESSLY STATED BY PLATFORM, THE PROGRAM DESCRIBED IN THIS DOCUMENT IS PROVIDED “AS IS” AND WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT WILL PLATFORM COMPUTING BE LIABLE TO ANYONE FOR SPECIAL, COLLATERAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, INCLUDING WITHOUT LIMITATION ANY LOST PROFITS, DATA, OR SAVINGS, ARISING OUT OF THE USE OF OR INABILITY TO USE THIS PROGRAM. We'd like to hear You can help us make this document better by telling us what you think of the content, organization, and usefulness of the information. from you If you find an error, or just want to make a suggestion for improving this document, please address your comments to [email protected]. Your comments should pertain only to Platform documentation. For product support, contact [email protected]. Document This document is protected by copyright and you may not redistribute or translate it into another language, in part or in whole. redistribution and translation Internal You may only redistribute this document internally within your organization (for example, on an intranet) provided that you continue redistribution to check the Platform Web site for updates and update your version of the documentation. -
Architecture and Implementation of the System for Serious Games in Unity 3D
Architecture and implementation of the system for serious games in Unity 3D Master Thesis Aleksei Penzentcev Brno, May 2015 Declaration Hereby I declare, that this paper is my original authorial work, which I have worked out by my own. All sources, references and literature used or excerpted during elaboration of this work are properly cited and listed in complete reference to the due source. Aleksei Penzentcev Advisor: RNDr. Barbora Kozliková, Ph.D. ii Acknowledgement I would like to thank my supervisor RNDr. Barbora Kozliková, Ph.D. for the opportunity to participate in the project of Department of Computer Graphics and Design, for her consultation and comments during the work on the thesis. Also I would like to thank Mgr. Jiří Chmelík, Ph.D. for the technical support and leading the mother project for my thesis called Newron1 and to all people participated in this project for inspiring communication and contribution to it. 1 http://www.newron.cz iii Abstract This thesis describes a way of designing architecture for a serious game in Unity 3D environment and implementation of interaction with the game via Kinect device. The architecture is designed using event-based system which makes easier adding new components into the game including support of other devices. The thesis describes main approaches used for creation of such system. The mini-game “Tower of Hanoi” is implemented as an example of usage event-based system. iv Keywords Unity 3D, game architecture, events, C#, game, game engines, Kinect, Tower of Hanoi, gestures recognition, patterns, singleton, observer, SortedList. v Contents 1 Introduction .................................................................................................... 5 2 Overview ....................................................................................................... -
Designing Together Apart Computer Supported Collaborative Design in Architecture
Thomas Kvan M A (Cantab), M Arch (Calif) Designing Together Apart Computer Supported Collaborative Design in Architecture Submitted for the degree of Doctor of Philosophy The Open University Milton Keynes England Discipline Design and Innovation Submitted: December 1998 Revised: June 1999 DESIGNING TOGETHER APART i ABSTRACT .................................................................................................................................. VI ACKNOWLEDGEMENTS ........................................................................................................VII PUBLISHED WORK................................................................................................................ VIII ACRONYMS................................................................................................................................. IX 1 INTRODUCTION...................................................................................................................1 1.1 PROPOSITION OF THIS THESIS..............................................................................................6 1.2 STRUCTURE OF THE THESIS.................................................................................................9 2 DESIGNING TOGETHER APART ...................................................................................10 2.1 AN OVERVIEW ..................................................................................................................12 2.1.1 Technology in practices...........................................................................................14 -
The Relations Between Perceived Parent, Coach, and Peer Created
THE RELATIONS BETWEEN PERCEIVED PARENT, COACH, AND PEER CREATED MOTIVATIONAL CLIMATES, GOAL ORIENTATIONS, AND MENTAL TOUGHNESS IN HIGH SCHOOL VARSITY ATHLETES Nicholas M. Beck Dissertation Prepared for the Degree of DOCTOR OF PHILOSOPHY UNIVERSITY OF NORTH TEXAS August 2014 APPROVED: Trent A. Petrie, Major Professor Scott Martin, Committee Member Edward Watkins, Committee Member Camilo Ruggero, Committee Member Vicki Campbell, Chair of the Department of Psychology Mark Wardell, Dean of the Toulouse Graduate School Beck, Nicholas M. The Relations between Perceived Parent, Coach, and Peer Created Motivational Climates, Goal Orientations, and Mental Toughness in High School Varsity Athletes. Doctor of Philosophy (Counseling Psychology), August 2014, 91 pp., 3 tables, 2 figures, references, 130 titles. Determining the factors that contribute to mental toughness development in athletes has become a focus for researchers as coaches, athletes, and others extol its influence on performance success. In this study we examined a model of mental toughness development based on achievement goal theory, assessing the relations between motivational climates, goal orientations, and mental toughness. Five hundred ninety-nine varsity athletes, representing 13 different sports from six different high schools in a southwestern United States school district, participated in the study. Athletes completed self-report measures assessing parent, peer, and coach motivational climates, goal orientations, and their mental toughness. Initially, I examined the measurement model and found it fit the data well both in the exploratory (SRMR = .06; CFI = .94) and confirmatory (SRMR = .06; CFI = .95) samples. Second, the structural model was examined and found to fit the data well in both the exploratory (SRMR = .08; CFI = .93) and confirmatory samples (SRMR = .07, CFI = .95). -
SYMPHONY 5.3.4 User's Manual 1
SYMPHONY 5.3.4 User’s Manual 1 T.K. Ralphs2 M. G¨uzelsoy3 A. Mahajan4 May 30, 2011 1This research was partially supported by NSF Grants DMS-9527124, DMI-0534862, and DMI-0522796, as well as Texas ATP Grant 97-3604-010. A revised version of Chapters 4 of this manual now appears in the Springer-Verlag book Computational Combinatorial Optimization edited by M. J¨ungerand D. Naddef, see http://link.springer.de/link/service/series/0558/tocs/t2241.htm 2Department of Industrial and Systems Engineering, Lehigh University, Bethlehem, PA 18017, [email protected], http://www.lehigh.edu/~tkr2 3Department of Industrial and Systems Engineering, Lehigh University, Bethlehem, PA 18017, [email protected], http://coral.ie.lehigh.edu/~menal 4Mathematics and Computer Science Division, Argonne National Lab, Argonne, IL 60439 [email protected], http://www.mcs.anl.gov/~mahajan/ °c 2000-2010 Ted Ralphs Acknowledgments First and foremost, many thanks are due to Laci Lad´anyi who worked with me on the development of a very early precursor of SYMPHONY called COMPSys many years ago now and who taught me much of what I then knew about programming. Thanks are due also to Marta Es¨o,who wrote an early draft of this manual for what was then COMPSys. This release would not have been possible without the help of both Menal G¨uzelsoy, who has been instrumental in the development of SYMPHONY since version 4.0, and Ashutosh Mahajan, who has worked on SYMPHONY since version 5.0. In particular, Ashutosh and Menal did all of the work that went into improving SYMPHONY for release 5.2. -
Application of Investigative Psychology to Psychodynamic
APPLICATION OF INVESTIGATIVE PSYCHOLOGY TO PSYCHODYNAMIC AND HUMAN DEVELOPMENT THEORIES: EXAMINING TRAITS AND TYPOLOGIES OF SERIAL KILLERS BY JORDYN SMITH A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in Forensic Psychology California Baptist University School of Behavioral Sciences 2018 i ii SCHOOL OF BEHAVIORAL SCIENCES The thesis of Jordyn Smith, “Application of Investigative Psychology to Psychodynamic and Human Development Theories: Examining Traits and Typologies of Serial Killers,” approved by her Committee, has been accepted and approved by the Faculty of the School of Behavioral Sciences, in partial fulfillment of the requirements for the degree of Master of Arts in Forensic Psychology. Thesis Committee: _____________________________ Anne-Marie Larsen, Ph.D., Associate Professor _____________________________ Jenny E. Aguilar, PsyD., Director, Assistant Professor Committee Chairperson April 27, 2018 iii DEDICATION To my husband, son and dog. Your continuous encouragement and loving support throughout my educational endeavors transformed my dreams into a reality. iv ACKNOWLEDGMENTS I would like to acknowledge Dr. Jenny Aguilar and Dr. Anne- Marie Larsen for believing in my study and having patience with my countless inquiries. I would also like to acknowledge my parents, mother-in-law and father-in-law, and sister for allowing me time to study and attend class without worrying about my son. Lastly, I would like to acknowledge California Baptist University for giving me this opportunity. v ABSTRACT OF THE THESIS Application of Investigative Psychology to Psychodynamic and Human Development Theories: Examining Traits and Typologies of Serial Killers by Jordyn Smith School of Behavioral Sciences Jenny E. Aguilar, PsyD. -
Reflection and Expression in an Ego-Shooter Environment
Reflection and expression in an ego-shooter environment Maia Engeli Technical Ontwerp & Informatica, Architecture, University of Plymouth, UK [email protected] This paper is about editing ego-shooter games to elaborate and express ideas by means of virtual spaces. Ego- shooter games were chosen because they are a popular media and offer different possibilities for their alteration. The interesting and most challenging aspect is the search for new kinds of designs for the dynamic virtual space of the game environments. Examples from art and workshops with architecture students illustrate these explorations. Computer Games, Virtual Reality, Virtual Architecture, Digital Messages. Introduction Ego-shooter games are a popular kind of multi-user virtual reality environment. Reasons for their popularity include the attractiveness of game itself, the fact that they are relatively cheep, mostly open- source, their vivid online community exchanging information on every aspect of the game, and the possibilities to creatively expand the game. Ego-shooter games combine entertainment and participation, popularity and creativity, and the potential for “spontaneous networks” (Jahrmann / Moswitzer 2003). For these reasons ego-shooter games can serve as an appropriate means to explore architectonic interests in virtual reality. The virtual imagery and the virtual body motion in ego-shooter games have a particular and narrow ranged typology. But there is a modern quality to the way space is read by the player from his or her first- person (=ego) perspective. The player’s perception of the dynamic scenery focuses on the moving parts, which have to be categorized immediately into threatening or non-threatening object, enemy, friend, or neutral being. -
Oracle® Java Micro Edition Software Development Kit Developer's Guide Release 3.2 for Windows E24265-04
Oracle® Java Micro Edition Software Development Kit Developer's Guide Release 3.2 for Windows E24265-04 September 2012 This document describes how to use the Java ME SDK plugin for NetBeans. Oracle Java Micro Edition Software Development Kit, Release 3.2 for Windows E24265-04 Copyright © 2009, 2012, Oracle and/or its affiliates. All rights reserved. This software and related documentation are provided under a license agreement containing restrictions on use and disclosure and are protected by intellectual property laws. Except as expressly permitted in your license agreement or allowed by law, you may not use, copy, reproduce, translate, broadcast, modify, license, transmit, distribute, exhibit, perform, publish, or display any part, in any form, or by any means. Reverse engineering, disassembly, or decompilation of this software, unless required by law for interoperability, is prohibited. The information contained herein is subject to change without notice and is not warranted to be error-free. If you find any errors, please report them to us in writing. If this is software or related documentation that is delivered to the U.S. Government or anyone licensing it on behalf of the U.S. Government, the following notice is applicable: U.S. GOVERNMENT END USERS: Oracle programs, including any operating system, integrated software, any programs installed on the hardware, and/or documentation, delivered to U.S. Government end users are "commercial computer software" pursuant to the applicable Federal Acquisition Regulation and agency-specific supplemental regulations. As such, use, duplication, disclosure, modification, and adaptation of the programs, including any operating system, integrated software, any programs installed on the hardware, and/or documentation, shall be subject to license terms and license restrictions applicable to the programs. -
Realtime Ray Tracing for Current and Future Games
Realtime Ray Tracing for Current and Future Games J¨org Schmittler, Daniel Pohl, Tim Dahmen, Christian Vogelgesang, and Philipp Slusallek schmittler,sidapohl,morfiel,chrvog,slusallek ¡ @graphics.cs.uni-sb.de Abstract: Recently, realtime ray tracing has been developed to the point where it is becoming a possible alternative to the current rasterization approach for interactive 3D graphics. With the availability of a first prototype graphics board purely based on ray tracing, we have all the ingredients for a new generation of 3D graphics technology that could have significant consequences for computer gaming. However, hardly any research has been looking at how games could benefit from ray tracing. In this paper we describe our experience with two games: The adaption of a well known ego-shooter to a ray tracing engine and the development of a new game espe- cially designed to exploit the features of ray tracing. We discuss how existing features of games can be implemented in a ray tracing context and what new effects and impro- vements are enabled by using ray tracing. Both projects show how ray tracing allows for highly realistic images while it greatly simplifies content creation. 1 Introduction Ray tracing is a well-known method to achieve high quality and physically-correct images, but only recently its performance was improved to the point that it can now also be used for interactive 3D graphics for highly complex and dynamic scenes including global illu- mination [Wa04, WDS04, WBS03, BWS03, GWS04]. While the above systems still rely on distributed computing to achieve realtime perfor- mance, a first prototype of a purely ray tracing based graphics chip [SWWS04] shows that efficient hardware implementations are indeed possible and provide many advantages over rasterization This encourages the research on possible effects of ray tracing technology for computer games.